﻿using UnityEngine;

namespace AI.Graph {


    public class EntryState : Node {

#region Fields

        private static NodeColors s_colors = new NodeColors (new Color32 (120, 190, 255, 255), new Color32 (85, 135, 180, 255), new Color32 (55, 85, 115, 255));

        [SerializeField, HideInInspector]
        [Port (Direction.Output, Capacity.Multi, "Start", typeof (State), typeof (Condition))]
        private ConnectionPort m_output = null;

#endregion


#region Properties

        internal override NodeColors colors {
            get { return s_colors; }
        }

        internal ConnectionPort output {
            get { return m_output; }
        }

#endregion


        /// <summary>
        /// Deep clone with the given original Node.
        /// </summary>
        internal override void Copy (AIControllerSerializer serializer, Node originalNode) {
            base.Copy (serializer, originalNode);
            EntryState original = (EntryState) originalNode;

            m_output = serializer.GetCopyOf (original.m_output);
        }

    }


}